mirror of
https://github.com/Mojang/bedrock-samples.git
synced 2025-02-25 08:59:19 +00:00
17 lines
86 KiB
HTML
17 lines
86 KiB
HTML
<h1>SCHEMAS DOCUMENTATION </br>Version: 1.21.0.24</h1>
|
|
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.<br/>Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.<br/>
|
|
<h2><p id="Index">Index</p></h2>
|
|
<table border="1">
|
|
<tr> <th><a href="#Overview">Overview</a></th> </tr>
|
|
<tr> <th><a href="#Schemas">Schemas</a></th> </tr>
|
|
</table>
|
|
<a href="#Index">Back to top</a>
|
|
<h1><p id="Overview">Overview</p></h1>
|
|
|
|
These are the data format schemas for content creators to reference when editing or creating new content.</br><a href="#Index">Back to top</a><br><br>
|
|
|
|
<h1><p id="Schemas">Schemas</p></h1>
|
|
|
|
```</br>--------</br>item_event_responses:1.16.100:</br>----------</br>actor_animation:1.8.0:{</br> version "format_version"</br> object "animations"</br> {</br> object "animation.<identifier>"</br> {</br> bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"</br> string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"</br> molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops.</br> molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only.</br> molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds.</br> molang "blend_weight" : opt</br> bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation</br> object "bones" : opt</br> {</br> object "<identifier>"</br> {</br> object "relative_to" : opt</br> {</br> string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent</br> }</br> molang "position" : opt</br> array "position" : opt</br> {</br> molang "<any array element>"</br> }</br> object "position" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> molang "rotation" : opt</br> array "rotation" : opt</br> {</br> molang "<any array element>"</br> object "<any array element>"</br> {</br> molang "[xyz]"</br> }</br> }</br> object "rotation" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> molang "scale" : opt</br> array "scale" : opt</br> {</br> molang "<any array element>"</br> }</br> object "scale" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> }</br> }</br> object "particle_effects" : opt</br> {</br> object "<time_stamp>" : opt</br> {</br> string "effect" // The name of a particle effect that should be played</br> string "locator" : opt // The name of a locator on the actor where the effect should be located</br> molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized</br> bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).</br> }</br> array "<time_stamp>" : opt</br> {</br> object "<any array element>" : opt</br> {</br> string "effect" // The name of a particle effect that should be played</br> string "locator" : opt // The name of a locator on the actor where the effect should be located</br> molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized</br> bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).</br> }</br> }</br> }</br> object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time</br> {</br> object "<time_stamp>" : opt</br> {</br> string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.</br> }</br> array "<time_stamp>" : opt</br> {</br> object "<any array element>" : opt</br> {</br> string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.</br> }</br> }</br> }</br> object "timeline" : opt</br> {</br> string "<time_stamp>" : opt</br> array "<time_stamp>" : opt</br> {</br> string "<any array element>" : opt</br> }</br> }</br> float "animation_length" : opt // override calculated value (set as the max keyframe or event time) and set animation length in seconds.</br> }</br> }</br>}</br></br>----------</br>chance_information:1.14.0:{</br> int "numerator"<0-*></br> int "denominator"<1-*></br>}</br></br>----------</br>block_reference:1.10.0:{</br> string "name"</br> object "states"</br> {</br> bool "\w*:?\w+" : opt</br> int "\w*:?\w+" : opt</br> string "\w*:?\w+" : opt</br> }</br>}</br></br>----------</br>persona_actor_animation:1.8.0:{</br> version "format_version"</br> object "animations"</br> {</br> object "animation.<identifier>"</br> {</br> bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"</br> string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"</br> molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops.</br> molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only.</br> molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds.</br> molang "blend_weight" : opt</br> bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation</br> object "bones" : opt</br> {</br> object "<identifier>"</br> {</br> object "relative_to" : opt</br> {</br> string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent</br> }</br> molang "position" : opt</br> array "position" : opt</br> {</br> molang "<any array element>"</br> }</br> object "position" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> molang "rotation" : opt</br> array "rotation" : opt</br> {</br> molang "<any array element>"</br> object "<any array element>"</br> {</br> molang "[xyz]"</br> }</br> }</br> object "rotation" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> molang "scale" : opt</br> array "scale" : opt</br> {</br> molang "<any array element>"</br> }</br> object "scale" : opt</br> {</br> array "<time_stamp>"[3]</br> {</br> molang "<any array element>"</br> }</br> object "<time_stamp>"</br> {</br> enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt</br> array "pre"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> array "post"[3] : opt</br> {</br> molang "<any array element>"</br> }</br> }</br> }</br> }</br> }</br> object "particle_effects" : opt</br> {</br> object "<time_stamp>" : opt</br> {</br> string "effect" // The name of a particle effect that should be played</br> string "locator" : opt // The name of a locator on the actor where the effect should be located</br> molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized</br> bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).</br> }</br> array "<time_stamp>" : opt</br> {</br> object "<any array element>" : opt</br> {</br> string "effect" // The name of a particle effect that should be played</br> string "locator" : opt // The name of a locator on the actor where the effect should be located</br> molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized</br> bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).</br> }</br> }</br> }</br> object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time</br> {</br> object "<time_stamp>" : opt</br> {</br> string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.</br> }</br> array "<time_stamp>" : opt</br> {</br> object "<any array element>" : opt</br> {</br> string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.</br> }</br> }</br> }</br> object "timeline" : opt</br> {</br> string "<time_stamp>" : opt</br> array "<time_stamp>" : opt</br> {</br> string "<any array element>" : opt</br> }</br> }</br> float "animation_length" : opt // override calculated value (set as the max keyframe or event time) and set animation length in seconds.</br> }</br> }</br>}</br></br>----------</br>geometry:1.8.0:{</br> bool "debug" : opt</br> version "format_version"</br> object "geometry.[a-zA-Z0-9_.'-:]+"</br> {</br> bool "debug" : opt</br> float "visible_bounds_width" : opt</br> float "visible_bounds_height" : opt</br> array "visible_bounds_offset"[3] : opt</br> {</br> float "<any array element>"</br> }</br> int "texturewidth" : opt</br> int "textureheight" : opt</br> string "cape" : opt</br> array "bones" : opt</br> {</br> object "<any array element>" : opt</br> {</br> string "name"</br> bool "reset" : opt</br> bool "neverRender" : opt</br> string "parent" : opt</br> array "pivot"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "bind_pose_rotation"[3] : opt</br> {</br> float "<any array element>" : opt</br> }</br> bool "mirror" : opt</br> float "inflate" : opt</br> bool "debug" : opt</br> int "render_group_id"<0-*> : opt</br> array "cubes" : opt</br> {</br> object "<any array element>" : opt</br> {</br> array "origin"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "size"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "uv"[2] : opt</br> {</br> float "<any array element>"</br> }</br> float "inflate" : opt</br> bool "mirror" : opt</br> }</br> }</br> object "locators" : opt</br> {</br> array "<identifier>" : opt</br> {</br> float "<any array element>" : opt</br> }</br> }</br> object "poly_mesh" : opt</br> {</br> bool "normalized_uvs" : opt</br> array "positions" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>"</br> }</br> }</br> array "normals" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>"</br> }</br> }</br> array "uvs" : opt</br> {</br> array "<any array element>"[2] : opt</br> {</br> float "<any array element>"</br> }</br> }</br> array "polys"</br> {</br> array "<any array element>"[3,4] : opt</br> {</br> array "<any array element>"[3]</br> {</br> float "<any array element>"</br> }</br> }</br> }</br> string "polys"<"tri_list", "quad_list"></br> }</br> array "texture_meshes" : opt</br> {</br> object "<any array element>"</br> {</br> string "texture"</br> array "position"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "local_pivot"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>"</br> }</br> array "scale"[3] : opt</br> {</br> float "<any array element>"</br> }</br> }</br> }</br> }</br> }</br> }</br>}</br></br>----------</br>geometry:1.12.0:{</br> bool "debug" : opt</br> version "format_version"</br> array "minecraft:geometry"[1,*]</br> {</br> object "<any array element>"</br> {</br> object "description"</br> {</br> string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.</br> float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).</br> float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).</br> array "visible_bounds_offset"[3] : opt</br> {</br> float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).</br> }</br> int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.</br> int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.</br> }</br> string "cape" : opt</br> array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.</br> {</br> object "<any array element>" : opt</br> {</br> string "name" // Animation files refer to this bone via this identifier.</br> string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // The bone pivots around this point (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).</br> }</br> bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).</br> bool "debug" : opt</br> int "render_group_id"<0-*> : opt</br> array "cubes" : opt // This is the list of cubes associated with this bone.</br> {</br> object "<any array element>" : opt</br> {</br> array "origin"[3] : opt</br> {</br> float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).</br> }</br> array "size"[3] : opt</br> {</br> float "<any array element>" // The cube extends this amount relative to its origin (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.</br> }</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. Note that in 1.12 this is flipped upside-down, but is fixed in 1.14.</br> }</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.</br> bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.</br> array "uv"[2] : opt</br> {</br> float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.</br> }</br> object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.</br> {</br> object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> }</br> }</br> }</br> object "locators" : opt</br> {</br> array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> array "offset"</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> array "rotation"</br> {</br> float "<any array element>" : opt // Rotation of the locator in model space.</br> }</br> bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.</br> }</br> }</br> object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.</br> {</br> bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.</br> array "positions" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.</br> }</br> }</br> array "normals" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.</br> }</br> }</br> array "uvs" : opt</br> {</br> array "<any array element>"[2] : opt</br> {</br> float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.</br> }</br> }</br> array "polys"</br> {</br> array "<any array element>"[3,4] : opt</br> {</br> array "<any array element>"[3]</br> {</br> float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).</br> }</br> }</br> }</br> string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"</br> }</br> array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes</br> {</br> object "<any array element>"</br> {</br> string "texture" // The friendly-named texture to use.</br> array "position"[3] : opt</br> {</br> float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry</br> }</br> array "local_pivot"[3] : opt</br> {</br> float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset</br> }</br> array "scale"[3] : opt</br> {</br> float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset</br> }</br> }</br> }</br> }</br> }</br> }</br> }</br>}</br></br>----------</br>geometry:1.14.0:{</br> version "format_version"</br> bool "debug" : opt</br> array "minecraft:geometry"[1,*]</br> {</br> object "<any array element>"</br> {</br> object "description"</br> {</br> string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.</br> float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).</br> float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).</br> array "visible_bounds_offset"[3] : opt</br> {</br> float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).</br> }</br> int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.</br> int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.</br> }</br> string "cape" : opt</br> array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.</br> {</br> object "<any array element>" : opt</br> {</br> string "name" // Animation files refer to this bone via this identifier.</br> string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // The bone pivots around this point (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).</br> }</br> bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).</br> bool "debug" : opt</br> int "render_group_id"<0-*> : opt</br> array "cubes" : opt // This is the list of cubes associated with this bone.</br> {</br> object "<any array element>" : opt</br> {</br> array "origin"[3] : opt</br> {</br> float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).</br> }</br> array "size"[3] : opt</br> {</br> float "<any array element>" // The cube extends this amount relative to its origin (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.</br> }</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.</br> }</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.</br> bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.</br> array "uv"[2] : opt</br> {</br> float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.</br> }</br> object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.</br> {</br> object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> }</br> }</br> }</br> object "locators" : opt</br> {</br> array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> array "offset"</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> array "rotation"</br> {</br> float "<any array element>" : opt // Rotation of the locator in model space.</br> }</br> bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.</br> }</br> }</br> object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.</br> {</br> bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.</br> array "positions" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.</br> }</br> }</br> array "normals" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.</br> }</br> }</br> array "uvs" : opt</br> {</br> array "<any array element>"[2] : opt</br> {</br> float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.</br> }</br> }</br> array "polys"</br> {</br> array "<any array element>"[3,4] : opt</br> {</br> array "<any array element>"[3]</br> {</br> float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).</br> }</br> }</br> }</br> string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"</br> }</br> array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes</br> {</br> object "<any array element>"</br> {</br> string "texture" // The friendly-named texture to use.</br> array "position"[3] : opt</br> {</br> float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry</br> }</br> array "local_pivot"[3] : opt</br> {</br> float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset</br> }</br> array "scale"[3] : opt</br> {</br> float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset</br> }</br> }</br> }</br> }</br> }</br> }</br> }</br>}</br></br>----------</br>geometry:1.16.0:{</br> version "format_version"</br> bool "debug" : opt</br> array "minecraft:geometry"[1,*]</br> {</br> object "<any array element>"</br> {</br> object "description"</br> {</br> string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.</br> float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).</br> float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).</br> array "visible_bounds_offset"[3] : opt</br> {</br> float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).</br> }</br> int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.</br> int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.</br> }</br> string "cape" : opt</br> array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.</br> {</br> object "<any array element>" : opt</br> {</br> string "name" // Animation files refer to this bone via this identifier.</br> string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // The bone pivots around this point (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).</br> }</br> bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).</br> bool "debug" : opt</br> int "render_group_id"<0-*> : opt</br> array "cubes" : opt // This is the list of cubes associated with this bone.</br> {</br> object "<any array element>" : opt</br> {</br> array "origin"[3] : opt</br> {</br> float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).</br> }</br> array "size"[3] : opt</br> {</br> float "<any array element>" // The cube extends this amount relative to its origin (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.</br> }</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.</br> }</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.</br> bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.</br> array "uv"[2] : opt</br> {</br> float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.</br> }</br> object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.</br> {</br> object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> }</br> }</br> }</br> molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform.</br> object "locators" : opt</br> {</br> array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> array "offset"</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> array "rotation"</br> {</br> float "<any array element>" : opt // Rotation of the locator in model space.</br> }</br> bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.</br> }</br> }</br> object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.</br> {</br> bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.</br> array "positions" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.</br> }</br> }</br> array "normals" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.</br> }</br> }</br> array "uvs" : opt</br> {</br> array "<any array element>"[2] : opt</br> {</br> float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.</br> }</br> }</br> array "polys"</br> {</br> array "<any array element>"[3,4] : opt</br> {</br> array "<any array element>"[3]</br> {</br> float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).</br> }</br> }</br> }</br> string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"</br> }</br> array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes</br> {</br> object "<any array element>"</br> {</br> string "texture" // The friendly-named texture to use.</br> array "position"[3] : opt</br> {</br> float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry</br> }</br> array "local_pivot"[3] : opt</br> {</br> float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset</br> }</br> array "scale"[3] : opt</br> {</br> float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset</br> }</br> }</br> }</br> }</br> }</br> }</br> }</br>}</br></br>----------</br>geometry:1.19.30:{</br> version "format_version"</br> bool "debug" : opt</br> array "minecraft:geometry"[1,*]</br> {</br> object "<any array element>"</br> {</br> object "description"</br> {</br> string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.</br> float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).</br> float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).</br> array "visible_bounds_offset"[3] : opt</br> {</br> float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).</br> }</br> int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.</br> int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.</br> }</br> string "cape" : opt</br> array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.</br> {</br> object "<any array element>" : opt</br> {</br> string "name" // Animation files refer to this bone via this identifier.</br> string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // The bone pivots around this point (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).</br> }</br> bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).</br> bool "debug" : opt</br> int "render_group_id"<0-*> : opt</br> array "cubes" : opt // This is the list of cubes associated with this bone.</br> {</br> object "<any array element>" : opt</br> {</br> array "origin"[3] : opt</br> {</br> float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).</br> }</br> array "size"[3] : opt</br> {</br> float "<any array element>" // The cube extends this amount relative to its origin (in model space units).</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.</br> }</br> array "pivot"[3] : opt</br> {</br> float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.</br> }</br> float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.</br> bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.</br> array "uv"[2] : opt</br> {</br> float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.</br> }</br> object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.</br> {</br> object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis</br> {</br> array "uv"[2]</br> {</br> float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.</br> }</br> array "uv_size"[2] : opt</br> {</br> float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.</br> }</br> string "material_instance" : opt</br> }</br> }</br> }</br> }</br> molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform.</br> object "locators" : opt</br> {</br> array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).</br> {</br> array "offset"</br> {</br> float "<any array element>" : opt // Position of the locator in model space.</br> }</br> array "rotation"</br> {</br> float "<any array element>" : opt // Rotation of the locator in model space.</br> }</br> bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.</br> }</br> }</br> object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.</br> {</br> bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.</br> array "positions" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.</br> }</br> }</br> array "normals" : opt</br> {</br> array "<any array element>"[3] : opt</br> {</br> float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.</br> }</br> }</br> array "uvs" : opt</br> {</br> array "<any array element>"[2] : opt</br> {</br> float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.</br> }</br> }</br> array "polys"</br> {</br> array "<any array element>"[3,4] : opt</br> {</br> array "<any array element>"[3]</br> {</br> float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).</br> }</br> }</br> }</br> string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"</br> }</br> array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes</br> {</br> object "<any array element>"</br> {</br> string "texture" // The friendly-named texture to use.</br> array "position"[3] : opt</br> {</br> float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry</br> }</br> array "local_pivot"[3] : opt</br> {</br> float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry</br> }</br> array "rotation"[3] : opt</br> {</br> float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset</br> }</br> array "scale"[3] : opt</br> {</br> float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset</br> }</br> }</br> }</br> }</br> }</br> }</br> }</br>}</br></br>----------</br>```</br><a href="#Index">Back to top</a><br><br>
|
|
|